Superfight I:The Battle to Understand a Space Through

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Superfight I:The Battle to Understand a Space Through SuperFight I: The battle to understand a space through the behaviour of its occupants Karen Martin This thesis is submitted in partial fulfilment of the requirements for the degree of Master of Science in Virtual Environments from the University of London Bartlett School of Graduate Studies University College London September 2003 SuperFight I: A battle to understand a space through the behaviour of it’s occupants 1 Abstract This dissertation describes an interaction design project which investigates whether the symbiosis of physical and digital environments might be used to create a stronger sense of ‘place’ for the occupants of the physical space. Sensing technology, implicit interaction, ambient interfaces, game strategy and a network connection were combined in an attempt to increase participants awareness of their physical actions and location. The principles and theory underpinning this project are discussed, after which a list of criteria for an interactive system designed for public spaces is drawn up. The design of SuperFight I is described and evaluated in relation to this theoretical background. Finally suggestions are made for future areas of research that might be undertaken in order to develop the system further. SuperFight I: A battle to understand a space through the behaviour of it’s occupants 2 Contents 1. Introduction 1.1. Hypothesis 1.2. Overview of this dissertation 1.3. Contribution of this dissertation 2. Design process and methodology 3. Principles and theoretical background 3.1 Displaying interaction: Output devices 3.1.1 Individual display devices 3.1.2 Large-screen display devices 3.2 Action and interaction: Input devices 3.2.1 Environment as input device 3.2.2 Spatial metaphors 3.2.3 Incidental interaction 3.3 A sense of place in digital environments 3.4 Play and Games 3.5 Criteria for an interactive system for public space 4. SuperFight I Project 4.1 Design considerations 4.1.1 Action as information 4.1.2 Encouraging participation 4.1.3 Games, play and competition 4.1.4 Design of the visual content 4.1.5 Arrangement in physical space 4.2 Construction / Build 4.3 Description of experiment 4.3.1 Pre-installation communication 4.3.2 System Evaluation 4.4 Research outcome and application 4.5 Analysis and interpretation of data 4.5.1 Evaluation of pre-installation communication 4.5.2 Results of SuperFight I experiment 5. Future work 6. Conclusion Appendix I. Initial communication with participants Appendix II. Potential action / response pairings Appendix III. Observational study of a space Appendix IV. Data from experiment log files Appendix V. Questions for participants Bibliography SuperFight I: A battle to understand a space through the behaviour of it’s occupants 3 List of figures 1. CAVE environment at UCL 2. Example of head-mounted display 3. Example of view through headset of augmented reality system 4. Combat situation in Pirates! game 5. Photograph of ambient displays at a train station 6. Photograph of Groupcast system. 7. Photograph of the set up of the Opinionizer project 8. Players participating in Brainball game 9 & 10. Photographs of players of Metropolis Challenge 11. Diagram showing relationship between intended and incidental interactions 12. Photograph of Active Badge 13. Media Cup tracking object 14. Series of images showing the relationship between remote and local participants in Mixed Reality Architecture 15. Screenshots of Pirates! game 16. Screenshot of Pirates! hi-score board 17. A losing player suffers in a PainStation game 18 & 19. Photograph and screenshot showing the runner and online game environment of Can You See Me Now? 20. Screenshot of partially built tower, created by movement in physical space 21. Screenshot of MArch tower wobbling due to noise levels in the Virtual Environments studio. 22. Two screenshots showing the result of the ‘special move’ 23. Series of examples of experimental graphics for SuperFightI 24. Screen shot of the end of a SuperFight game 25. SuperFight I hi-score screen 26. Plan showing how SuperFight I system was arranged in Virtual Environments studio 27. Plan showing how SuperFight I system was set up in MArch studio 28. Photograph of SuperFight I projection in MArch studio 29. Photograph of SuperFight I projection in Virtual Environments studio 30. Diagram showing technical setup of SuperFight I system 31. Screenshot of opening game position 32. The posters that were put into the studios prior to the installation of SuperFight I. 33. Photograph of objects intended to be used as ‘cultural probe’. 34. Photograph of the alterations to the poster in the MArch studio. 35. Sample readings from log file. 36. Graph showing activation of break-beam sensor on first day of installation 37. Sample visualisation of log file information showing patterns of interaction SuperFight I: A battle to understand a space through the behaviour of it’s occupants 4 With very many thanks to: Alan Penn All the MArch students All the Virtual Environments students Cristiano Bianchi Dong Seop Kim Jody Hudson-Powell Lesley Gavin Nancy Diniz Olujide Esan Stefan Kueppers Stephen Gage Unit 14 Wonjoo Park & Jon SuperFight I: A battle to understand a space through the behaviour of it’s occupants 5 1. Introduction 1.1 Hypothesis New communications technologies disregard for geographical constraints is generally perceived as a good thing. While the ability for individuals to communicate from any location is undoubtedly useful, enjoyable, life-enhancing and, in certain situations, life-saving, I am interested in the idea that the invasion of public spaces by communications technologies often reduces the level of engagement between individuals who share that physical environment. Watson, please come here. Alexander Graham Bell. FIRST WORDS SPOKEN ON THE TELEPHONE. Inhabitants of the same geographical space are sharing a spatial and temporal experience, perceiving identical sensory inputs. The implicit understanding of what it means to be 'right here, right now' creates links between people, giving a set of disparate individuals a sense of community. But communications technologies remove the user's focus from their physical location and re-focuses it in some 'third' space'[MULLER. 2001] or 'digital' space [MUIR. O'NEILL. 1995]. What is the consequence of this on the shared experience of the co- inhabitants of a place? Can technology help the physical space to fight back and increase interactions between inhabitants? This project aims to discover whether the symbiosis of digital and physical environments can refocus the attention of inhabitants on their actual location by increasing their awareness of the space and its relationship in space and time to the wider environment, and by making them aware of their actions within the space. 1.2 Overview of this dissertation This dissertation is divided into six sections. The first section introduces the subject of this dissertation as well as outlining what it contributes to the field of research. In Chapter 2 I describe the design process I followed to develop this project. This chapter outlines the unique challenges faced by interaction designers when using design as research. Chapter 3 takes a look at related work. This chapter is divided into four sub-sections, the first two sub-sections of this chapter look at the various input and output devices used by interactive systems in public spaces. The next sub-section give an overview of the role of ‘place’ in digital environments and the final sub-section examines how play and computer games engage participants, and how new forms of computer-mediated play are emerging out of mixed reality and ubiquitous computing. To conclude this chapter I suggest a framework for the design of a digital environment capable of raising participants’ awareness of SuperFight I: A battle to understand a space through the behaviour of it’s occupants 1 their physical environment. Chapter 4 describes the design and evaluation of SuperFight I, a system which attempts to exemplify these criteria. This sub-section examines the design considerations faced during the development of this project. The second sub-section describes an experiment in which SuperFight I was installed into a public space for three days. The results from this experiment are evaluated in the final sub-section of Chapter 4 and the design of the system is considered in light of these results. Chapter 5 suggests areas for further research. Finally, in the conclusion I summarise the SuperFight I project and consider the results from the testing of the system in relation to the initial hypotheses. 1.3 Contribution of this dissertation The aim of this dissertation is to investigate how interactive digital environments might increase participants’ awareness of their physical environment. The contributions of the dissertation include: 1) A design process for using interaction design as research. 2) An overview of existing interactive systems which integrate the physical and digital environments with the intention of increasing awareness and social interaction between participants. 3) A framework for the design of a digital environment which aims to increase participants awareness of the physical space. 4) A description of the design of the SuperFight I project, illustrating these criteria. 5) An evaluation of the design and testing of SuperFight I, including the strengths and weaknesses of the visual, technological and methodological aspects of the project. 6) Suggestions for further research into the design of interactive systems which increase participants awareness of the physical environment based on the lessons learnt by SuperFight I. SuperFight I: A battle to understand a space through the behaviour of it’s occupants 2 2. Design process and methodology Design as research is used as a way of provoking further questions to be investigated [DUNNE. 1999]. It is difficult to reach a definitive conclusion about the success or failure of a hypotheses tested by design because users’ acceptance of design is so closely tied to cultural, social and environmental factors.
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